shader_type canvas_item; render_mode unshaded; uniform vec2 viewport_size; // size in pixels of the viewport uniform sampler2D viewport1 : source_color; uniform sampler2D viewport2 : source_color; uniform bool split_active; // true: split screen, false: use view1 uniform vec2 player1_position; // position of player 1 un UV coordinates uniform vec2 player2_position; // position of player 2 un UV coordinates uniform float split_line_thickness : hint_range(0, 10, 0.1); // width of the split boder uniform vec3 split_line_color : source_color; // color of the split border // from https://stackoverflow.com/questions/15276454/is-it-possible-to-draw-line-thickness-in-a-fragment-shader float distance_to_line(vec2 p1, vec2 p2, vec2 point) { float a = p1.y - p2.y; float b = p2.x - p1.x; return abs(a * point.x + b * point.y + p1.x * p2.y - p2.x * p1.y) / sqrt(a * a + b * b); } void fragment() { vec3 view1 = texture(viewport1, UV).rgb; vec3 view2 = texture(viewport2, UV).rgb; float width = viewport_size.x; float height = viewport_size.y; if (split_active) { vec2 dx = player2_position - player1_position; float split_slope; if (dx.y != 0.0) { split_slope = dx.x / dx.y; } else { split_slope = 100000.0; // High value (vertical split) if dx.y = 0 } vec2 split_origin = vec2(0.5, 0.5); vec2 split_line_start = vec2(0.0, height * ((split_origin.x - 0.0) * split_slope + split_origin.y)); vec2 split_line_end = vec2(width, height * ((split_origin.x - 1.0) * split_slope + split_origin.y)); float split_current_y = (split_origin.x - UV.x) * split_slope + split_origin.y; float split_player1_position_y = (split_origin.x - player1_position.x) * split_slope + split_origin.y; // Check on which side of the split UV is and select the proper view. if (UV.y > split_current_y) { if (player1_position.y > split_player1_position_y) { COLOR = vec4(view1, 1.0); } else { COLOR = vec4(view2, 1.0); } } else { if (player1_position.y < split_player1_position_y) { COLOR = vec4(view1, 1.0); } else { COLOR = vec4(view2, 1.0); } } float distance_to_split_line = distance_to_line(split_line_start, split_line_end, vec2(UV.x * width, UV.y * height)); if (distance_to_split_line < split_line_thickness) { // Draw antialiased split line. COLOR.rgb = mix(split_line_color, COLOR.rgb, distance_to_split_line / split_line_thickness); } } else { COLOR = vec4(view1, 1.0); } }